dcs_liberation/game/layout/layoutloader.py
RndName 5cdfe62e2d Implement advanced skynet functions
- factor out own class for the iadsnetwork within the conflicttheater
- This class will handle all Skynet related things - no specific group_name handling necessary in future
- make iadsbuilding own TGO class because SAM & EWRs are Vehicle Groups. IADS Elements dont have any groups attached.
- added command center, connection node and power source as Ground objects which can be added by the campaign designer
- adjust lua generator to support new iads units
- parse the campaign yaml to get the iads network information
- use the range as fallback if no yaml information was found
- complete rewrite of the skynet lua script
- allow destruction of iads network to be persistent over all rounds
- modified the presetlocation handling: the wrapper PresetLocation for PointWithHeading now stores the original name from the campaign miz to have the ability to process campaign yaml configurations based on the ground unit
- Implementation of the UI representation for the IADS Network
- Give user the option to enable or disable advanced iads
- Extended the layout system: Implement Sub task handling to support PD
2022-04-19 10:41:16 +02:00

184 lines
7.3 KiB
Python

from __future__ import annotations
from collections import defaultdict
import itertools
import logging
import pickle
from concurrent.futures import ThreadPoolExecutor
from pathlib import Path
from typing import Iterator
import dcs
import yaml
from dcs import Point
from dcs.unitgroup import StaticGroup
from game import persistency
from game.data.groups import GroupRole
from game.layout.layout import (
TgoLayout,
TgoLayoutGroup,
LayoutUnit,
AntiAirLayout,
BuildingLayout,
NavalLayout,
GroundForceLayout,
DefensesLayout,
)
from game.layout.layoutmapping import LayoutMapping
from game.profiling import logged_duration
from game.version import VERSION
TEMPLATE_DIR = "resources/layouts/"
TEMPLATE_DUMP = "Liberation/layouts.p"
TEMPLATE_TYPES = {
GroupRole.AIR_DEFENSE: AntiAirLayout,
GroupRole.BUILDING: BuildingLayout,
GroupRole.NAVAL: NavalLayout,
GroupRole.GROUND_FORCE: GroundForceLayout,
GroupRole.DEFENSES: DefensesLayout,
}
class LayoutLoader:
# Map of all available layouts indexed by name
_layouts: dict[str, TgoLayout] = {}
def __init__(self) -> None:
self._layouts = {}
def initialize(self) -> None:
if not self._layouts:
with logged_duration("Loading layouts"):
self.load_templates()
@property
def layouts(self) -> Iterator[TgoLayout]:
self.initialize()
yield from self._layouts.values()
def load_templates(self) -> None:
"""This will load all pre-loaded layouts from a pickle file.
If pickle can not be loaded it will import and dump the layouts"""
# We use a pickle for performance reasons. Importing takes many seconds
file = Path(persistency.base_path()) / TEMPLATE_DUMP
if file.is_file():
# Load from pickle if existing
with file.open("rb") as f:
try:
version, self._layouts = pickle.load(f)
# Check if the game version of the dump is identical to the current
if version == VERSION:
return
except Exception as e:
logging.exception(f"Error {e} reading layouts dump. Recreating.")
# If no dump is available or game version is different create a new dump
self.import_templates()
def import_templates(self) -> None:
"""This will import all layouts from the template folder
and dumps them to a pickle"""
self._layouts = {}
mappings: dict[str, list[LayoutMapping]] = defaultdict(list)
with logged_duration("Parsing mapping yamls"):
for file in Path(TEMPLATE_DIR).rglob("*.yaml"):
if not file.is_file():
raise RuntimeError(f"{file.name} is not a file")
with file.open("r", encoding="utf-8") as f:
mapping_dict = yaml.safe_load(f)
template_map = LayoutMapping.from_dict(mapping_dict, f.name)
mappings[template_map.layout_file].append(template_map)
with logged_duration(f"Parsing all layout miz multithreaded"):
with ThreadPoolExecutor() as exe:
exe.map(self._load_from_miz, mappings.keys(), mappings.values())
logging.info(f"Imported {len(self._layouts)} layouts")
self._dump_templates()
def _dump_templates(self) -> None:
file = Path(persistency.base_path()) / TEMPLATE_DUMP
dump = (VERSION, self._layouts)
with file.open("wb") as fdata:
pickle.dump(dump, fdata)
def _load_from_miz(self, miz: str, mappings: list[LayoutMapping]) -> None:
template_position: dict[str, Point] = {}
temp_mis = dcs.Mission()
with logged_duration(f"Parsing {miz}"):
# The load_file takes a lot of time to compute. That's why the layouts
# are written to a pickle and can be reloaded from the ui
# Example the whole routine: 0:00:00.934417,
# the .load_file() method: 0:00:00.920409
temp_mis.load_file(miz)
for mapping in mappings:
# Find the group from the mapping in any coalition
for country in itertools.chain(
temp_mis.coalition["red"].countries.values(),
temp_mis.coalition["blue"].countries.values(),
):
for dcs_group in itertools.chain(
temp_mis.country(country.name).vehicle_group,
temp_mis.country(country.name).ship_group,
temp_mis.country(country.name).static_group,
):
try:
g_id, group_name, group_mapping = mapping.group_for_name(
dcs_group.name
)
except KeyError:
continue
if not isinstance(dcs_group, StaticGroup) and max(
group_mapping.unit_count
) > len(dcs_group.units):
logging.error(
f"Incorrect unit_count found in Layout {mapping.name}-{group_mapping.name}"
)
layout = self._layouts.get(mapping.name, None)
if layout is None:
# Create a new template
layout = TEMPLATE_TYPES[mapping.primary_role](
mapping.name, mapping.description
)
layout.generic = mapping.generic
layout.tasks = mapping.tasks
self._layouts[layout.name] = layout
for i, unit in enumerate(dcs_group.units):
group_layout = None
for group in layout.all_groups:
if group.name == group_mapping.name:
# We already have a layoutgroup for this dcs_group
group_layout = group
if not group_layout:
group_layout = TgoLayoutGroup(
group_mapping.name,
[],
group_mapping.unit_count,
group_mapping.unit_types,
group_mapping.unit_classes,
group_mapping.fallback_classes,
)
group_layout.optional = group_mapping.optional
group_layout.fill = group_mapping.fill
group_layout.sub_task = group_mapping.sub_task
# Add the group at the correct index
layout.add_layout_group(group_name, group_layout, g_id)
layout_unit = LayoutUnit.from_unit(unit)
if i == 0 and layout.name not in template_position:
template_position[layout.name] = unit.position
layout_unit.position = (
layout_unit.position - template_position[layout.name]
)
group_layout.layout_units.append(layout_unit)
def by_name(self, name: str) -> TgoLayout:
self.initialize()
return self._layouts[name]